Yeah man, I gotta keep you on the edge! Can't have you strolling your way through all of these missions without any trouble ;)
I thought about just adding more units, but it's hard, because I never know how skilled some players are, and adding more units just clutter the base up completely, making it hard for units to move around it for attack waves. I think the way I've set things up now is pretty good.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
But wait... What if i melt ground with Nerazim DTs + + purifier zealot, ignore air damage with purifier phoenix and take control of that sweet double damage zealots by luring them out of the base and controlling them with dark archons? How the units defending the base can apply double damage to me if my dark archons confond them turning them one against the other, or even worse they take control of these sweet ass double damage carriers? I think it could work, but i won't test it, i am not a huge fan of testing the same map two times ;p
Well, you can lure units out and they'll lose their double damage, and mind-controlling a double-damage unit will revert it back to its normal damage, as the damage bonus only applies to units owned by that specific player in that specific region.
Now, with DT's, bases usually have detection, and the double damage from the units will kill your units so quickly that you'll have to invest to much money into the Purifier Zealots and Mirages that it really wouldn't be efficient. I doubt those specific unit compositions would really help you much, honestly because I tested it using cheats and created a massive army, and still couldn't push through the bases as the units inside just killed me so fast.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
For Dts I mean using Shadow Fury and then lure them away every 15 seconds, I think that could work, 10/15 DT shadow fury and then full assault, taking territory slowly piece by piece the enemy base like i did the last time, not a full attack, but a slow piece by piece one by one approach, this should work, but I see veeery few people willing to do this
Exactly. It's something that takes way too much time and effort to do, especially when you add in the fact that the enemy rebuilds their lost defenses. I wouldn't imagine someone would ever be so desperate for an additional base that they would resort to this strategy. And if it does happen one day, so be it. I only wanted to discourage players from attacking those bases, not make it completely impossible.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Mission 15 is fun but uncharacteristically challenging. Also, the objectives could be clearer about activating the towers and clearing out the defenses and what order that need to be done in. Perhaps, I'm just a dummy, but I thought you could hold the towers for three minutes, then not have to stand by them to have that objective be marked as completed to then destroy the remaining Protoss.
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Yeah, the way to complete the objectives in this mission is a bit complex to figure out, but I didn't want to tell the player to specifically do one thing before the other, as you can play it in different ways. I've tried destroying the base then taking the towers, and I've also succeeded in doing the opposite.
I've heard from several people here and on your video for A14 that this mission is really intense and challenging, but right now I don't know exactly what is too hard and where I need to do some fixing so I haven't done anything about it. Hopefully your video can shed some light on that.
In terms of the towers, I thought I made it clear that the towers would need to remain activated unitl the base had been destroyed. I must not have. Sorry about that :P
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I wouldn't say it's too hard per say, but it definitely feels harder than the previous missions by a decent margin, so it's more about consistency of challenge. I really liked the second section, but I had to semi-cheat by fully clearing out two cannon areas before starting the countdown timer.
I think the intense part people most likely refer to is that second part with the cannon's as the timer and the types of enemies are pretty unforgiving. Perhaps it's because I haven't played around with the Terran 4-man dungeon crawl group for several months and it took some practice to get back in the groove with them - there is absolutely no room for error, and I'm only playing on Hard. My recommendation would be to simply halve the amount of health the cannon's have, which would help with the timer. I also noticed taking the wrong path is basically a death sentence :)
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I really liked the second section, but I had to semi-cheat by fully clearing out two cannon areas before starting the countdown timer.
I don't consider that cheating at all. That's just a very smart move!
Hmm, I never felt the enemies were a problem. It's pretty easy to keep your stuff alive if you have your abilities ready, and keep an eye out for your cooldowns. But honestly, that's very easy for me to say as I'm used to their abilities and have a good grasp of what to use where. I don't want to comment too much because I want to see where exactly things went wrong, but Reeves' cloaking ability is key as you can clear stuff out much faster, and you can save your Medics from dying. :D Reducing the cannon health is a good suggestion. We'll see!
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
The dungeon crawler was easy, go ahead only with your heroes to clean cannon defences, reduce to 10 or less HP all cannons and keep 1 unit near to each one of them, to quickly kill them all one by one... If Jay thinks he is cheating, who knows what does he think about this strategy i used... Or the fact that i cleaned the south base before doing all the objectives and i forced you to double damage the south base :D
Plus i don't understand why don't play as the mapmaker expects you to play a mission is cheating for jay... It's experimentation, very usefull to find weak spots on maps
Plus i don't understand why don't play as the mapmaker expects you to play a mission is cheating for jay... It's experimentation, very usefull to find weak spots on maps
I agree with this, don't get me wrong. The map is still listed as in Beta, so I figured I would pass this along because it felt like an exploit to me. I failed my first try and found I could easily get around the timer, that's all.
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I knew that you could "cheat" the timer by clearing out the rooms beforehand. I decided not to remove it because I felt that observant people would eventually realize that you could increase your changes if you were in trouble. The timer is pretty short too, so I felt it was only fair that I gave the player a chance to increase it.
The dungeon crawler was easy, go ahead only with your heroes to clean cannon defences, reduce to 10 or less HP all cannons and keep 1 unit near to each one of them, to quickly kill them all one by one... If Jay thinks he is cheating, who knows what does he think about this strategy i used... Or the fact that i cleaned the south base before doing all the objectives and i forced you to double damage the south base :D
Plus i don't understand why don't play as the mapmaker expects you to play a mission is cheating for jay... It's experimentation, very usefull to find weak spots on maps
I swear, I would love to see you record your playthroughs one day. I just can't understand how you succeeded the final section with what you describe. By waiting at the cannons, it means that you have to leave units and eventually Heroes behind, severely reducing your firepower against the high number of enemies. And with less units to progress with, you also spend more time clearing each room, but nevetheless, you managed to do it.
I remember you said your skills were only about average, and if that's true, holy shit you are good at abusing maps, or maybe it's easier than I'm imagining. I haven't tried out your strategy, but I should definitley give it a go. :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I swear, I would love to see you record your playthroughs one day. I just can't understand how you succeeded the final section with what you describe. By waiting at the cannons, it means that you have to leave units and eventually Heroes behind, severely reducing your firepower against the high number of enemies.
He damaged all the cannons to 10 HP then moved a unit back to each one so that they could be killed instantly all at once. It nullifies the intensity and takes a million years longer to do because of all the backtracking, but it does complete the map :)
So yes, he can say the cannon section is "easy", but I personally would be bored to tears completing it that way, not to mention I'm playing for an audience so I definitely would not overuse this tactic! It's sort of like saying any macro map is easy, all you have to do is turtle and make 8-12 capital ships. 100% success rate, incredibly boring to do for more than one mission.
I suppose the point is that if it got too hard the option is always there, so I have no complaints on that front!
To put my feelings on the cannon section a different way, even the best micro player would not be able to win if they destroy the first cannon to start the timer and then happen to go the wrong way as there are a few forks in the road. I think my video today will show it a bit better if it's still unclear - it's not about the timer per say, it's that there is realistically only one correct path to go in order to win within the timer's limits and there's no way to know which way that is on the first attempt. The player will either get lucky with their pathing choices, or they will absolutely have to reload.
I personally quite like a trial/error/learning type challenge, but wanted to describe this to you since you said you weren't sure with what specifically people were referring to as intense.
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It just seems so oinefficient, as I think you'd spend more time walking your units back to the base than you would just destroying them as you go. On Brutal, I can barely beat that section with more than 20 seconds on the timer, so I would personally not be able to pull a strategy like this off! :P
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Small bump for Dudki, I was editing my above post to describe the cannon section differently for you when you replying, hopefully it better describes the situation.
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Hey, thanks. I see your points, and I understand it much better now. :)
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
To be honest it didn't stealed me so much time the dungeon crawler strategy i did, because i only used the 4 heroes to advance (i know too well how the AI prioritizes your medics and i hate to lose any unit for nothing, yes i take great consieration for the life of my virtual soldiers, warriors, zergs, i am a protective general T.T what can i do about it?) and left idle all the other troops, after one cannon was "softened" i putted a single unit near to it, so let's say it took me 3 minutes longer at worse :p
I am used to take the safest strategy usually
I love to mass capital ships, why no one loves it, is not super exciting, but the POWER of Destruction make it totally worth for me, i can hear the evil laughs on my head while i A+Click my giant fleet :D
One thing i love is to micro my army on macro missions, like blink away stalkers or split my bio, use abilities, all cool stuff
Crisis averted! Apparently, I actually broke the map when I played it by destroying some debris that should have been invulnerable resulting in my incorrect opinions on the path choices.
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I forgot one question, Why The facility look remember to The team another from a previous mission? How could they use The warpgate without being noticed by the RSSI on the exact second they warp inside of it ? When will Rik (SCV guy) will betray us ?
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@DEFILERRULEZ: Go
Yeah man, I gotta keep you on the edge! Can't have you strolling your way through all of these missions without any trouble ;)
I thought about just adding more units, but it's hard, because I never know how skilled some players are, and adding more units just clutter the base up completely, making it hard for units to move around it for attack waves. I think the way I've set things up now is pretty good.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
But wait... What if i melt ground with Nerazim DTs + + purifier zealot, ignore air damage with purifier phoenix and take control of that sweet double damage zealots by luring them out of the base and controlling them with dark archons? How the units defending the base can apply double damage to me if my dark archons confond them turning them one against the other, or even worse they take control of these sweet ass double damage carriers? I think it could work, but i won't test it, i am not a huge fan of testing the same map two times ;p
@DEFILERRULEZ: Go
Well, you can lure units out and they'll lose their double damage, and mind-controlling a double-damage unit will revert it back to its normal damage, as the damage bonus only applies to units owned by that specific player in that specific region.
Now, with DT's, bases usually have detection, and the double damage from the units will kill your units so quickly that you'll have to invest to much money into the Purifier Zealots and Mirages that it really wouldn't be efficient. I doubt those specific unit compositions would really help you much, honestly because I tested it using cheats and created a massive army, and still couldn't push through the bases as the units inside just killed me so fast.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
For Dts I mean using Shadow Fury and then lure them away every 15 seconds, I think that could work, 10/15 DT shadow fury and then full assault, taking territory slowly piece by piece the enemy base like i did the last time, not a full attack, but a slow piece by piece one by one approach, this should work, but I see veeery few people willing to do this
@DEFILERRULEZ: Go
Exactly. It's something that takes way too much time and effort to do, especially when you add in the fact that the enemy rebuilds their lost defenses. I wouldn't imagine someone would ever be so desperate for an additional base that they would resort to this strategy. And if it does happen one day, so be it. I only wanted to discourage players from attacking those bases, not make it completely impossible.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Mission 15 is fun but uncharacteristically challenging. Also, the objectives could be clearer about activating the towers and clearing out the defenses and what order that need to be done in. Perhaps, I'm just a dummy, but I thought you could hold the towers for three minutes, then not have to stand by them to have that objective be marked as completed to then destroy the remaining Protoss.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays: Go
Yeah, the way to complete the objectives in this mission is a bit complex to figure out, but I didn't want to tell the player to specifically do one thing before the other, as you can play it in different ways. I've tried destroying the base then taking the towers, and I've also succeeded in doing the opposite.
I've heard from several people here and on your video for A14 that this mission is really intense and challenging, but right now I don't know exactly what is too hard and where I need to do some fixing so I haven't done anything about it. Hopefully your video can shed some light on that.
In terms of the towers, I thought I made it clear that the towers would need to remain activated unitl the base had been destroyed. I must not have. Sorry about that :P
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
I wouldn't say it's too hard per say, but it definitely feels harder than the previous missions by a decent margin, so it's more about consistency of challenge. I really liked the second section, but I had to semi-cheat by fully clearing out two cannon areas before starting the countdown timer.
I think the intense part people most likely refer to is that second part with the cannon's as the timer and the types of enemies are pretty unforgiving. Perhaps it's because I haven't played around with the Terran 4-man dungeon crawl group for several months and it took some practice to get back in the groove with them - there is absolutely no room for error, and I'm only playing on Hard. My recommendation would be to simply halve the amount of health the cannon's have, which would help with the timer. I also noticed taking the wrong path is basically a death sentence :)
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
I don't consider that cheating at all. That's just a very smart move!
Hmm, I never felt the enemies were a problem. It's pretty easy to keep your stuff alive if you have your abilities ready, and keep an eye out for your cooldowns. But honestly, that's very easy for me to say as I'm used to their abilities and have a good grasp of what to use where. I don't want to comment too much because I want to see where exactly things went wrong, but Reeves' cloaking ability is key as you can clear stuff out much faster, and you can save your Medics from dying. :D Reducing the cannon health is a good suggestion. We'll see!
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
The dungeon crawler was easy, go ahead only with your heroes to clean cannon defences, reduce to 10 or less HP all cannons and keep 1 unit near to each one of them, to quickly kill them all one by one... If Jay thinks he is cheating, who knows what does he think about this strategy i used... Or the fact that i cleaned the south base before doing all the objectives and i forced you to double damage the south base :D
I agree with this, don't get me wrong. The map is still listed as in Beta, so I figured I would pass this along because it felt like an exploit to me. I failed my first try and found I could easily get around the timer, that's all.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
You checked if The timer was balanced, good
I knew that you could "cheat" the timer by clearing out the rooms beforehand. I decided not to remove it because I felt that observant people would eventually realize that you could increase your changes if you were in trouble. The timer is pretty short too, so I felt it was only fair that I gave the player a chance to increase it.
I swear, I would love to see you record your playthroughs one day. I just can't understand how you succeeded the final section with what you describe. By waiting at the cannons, it means that you have to leave units and eventually Heroes behind, severely reducing your firepower against the high number of enemies. And with less units to progress with, you also spend more time clearing each room, but nevetheless, you managed to do it.
I remember you said your skills were only about average, and if that's true, holy shit you are good at abusing maps, or maybe it's easier than I'm imagining. I haven't tried out your strategy, but I should definitley give it a go. :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
He damaged all the cannons to 10 HP then moved a unit back to each one so that they could be killed instantly all at once. It nullifies the intensity and takes a million years longer to do because of all the backtracking, but it does complete the map :)
So yes, he can say the cannon section is "easy", but I personally would be bored to tears completing it that way, not to mention I'm playing for an audience so I definitely would not overuse this tactic! It's sort of like saying any macro map is easy, all you have to do is turtle and make 8-12 capital ships. 100% success rate, incredibly boring to do for more than one mission.
I suppose the point is that if it got too hard the option is always there, so I have no complaints on that front!
To put my feelings on the cannon section a different way, even the best micro player would not be able to win if they destroy the first cannon to start the timer and then happen to go the wrong way as there are a few forks in the road. I think my video today will show it a bit better if it's still unclear - it's not about the timer per say, it's that there is realistically only one correct path to go in order to win within the timer's limits and there's no way to know which way that is on the first attempt. The player will either get lucky with their pathing choices, or they will absolutely have to reload.
I personally quite like a trial/error/learning type challenge, but wanted to describe this to you since you said you weren't sure with what specifically people were referring to as intense.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays: Go
It just seems so oinefficient, as I think you'd spend more time walking your units back to the base than you would just destroying them as you go. On Brutal, I can barely beat that section with more than 20 seconds on the timer, so I would personally not be able to pull a strategy like this off! :P
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Small bump for Dudki, I was editing my above post to describe the cannon section differently for you when you replying, hopefully it better describes the situation.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays: Go
Hey, thanks. I see your points, and I understand it much better now. :)
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
To be honest it didn't stealed me so much time the dungeon crawler strategy i did, because i only used the 4 heroes to advance (i know too well how the AI prioritizes your medics and i hate to lose any unit for nothing, yes i take great consieration for the life of my virtual soldiers, warriors, zergs, i am a protective general T.T what can i do about it?) and left idle all the other troops, after one cannon was "softened" i putted a single unit near to it, so let's say it took me 3 minutes longer at worse :p
Crisis averted! Apparently, I actually broke the map when I played it by destroying some debris that should have been invulnerable resulting in my incorrect opinions on the path choices.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
I forgot one question, Why The facility look remember to The team another from a previous mission? How could they use The warpgate without being noticed by the RSSI on the exact second they warp inside of it ? When will Rik (SCV guy) will betray us ?